Crunch, Grit, and Stick Theory
This short post builds on three prior posts that I’m going to summarize as best as I can so you don’t have to read them:
- In “Congas 101,” I laid the foundation for Crunch, Grit, and Stick Theory. Crunchy games focus on tactical combat. Gritty games focus on exploration and lateral thinking. Sticky games focus on keeping the story interesting. (This is basically the same as Brad Kerr’s “door D&D, fight D&D, and sticky fingers D&D,” but it’s more flexible: a game might be “sticky crunch” or “crunchy grit.”)
- In “The Four Channels of Creative Constraints on RPGs,” I defined four kinds of constraints that shape the way we play RPGs, three of which are relevant here: Rules (what rules are you following?), Content (what have you prepared in advance?), and Principles (what advice does the GM follow when running the game?).
- In “Dead Theory Necromancy,” I analyzed different styles of play using the threefold model, which is a tool that GMs can use to analyze the calls they make during their games. Do you tend to make calls according to Gamism (what makes a better challenge?), Dramatism (what makes a better story?), or Simulationism (what would be most likely to happen?).
In this post I’m going to analyze Crunch, Grit, and Stick according to the kinds of Rules, Content, and Principles associated with each. The Principles category will give me an opportunity to comment further on Gamism, Dramatism, and Simulationism.
CRUNCH
- Rules: Crunch is associated with large rulebooks that concern themselves with detailed combat procedures and a wide variety of options to differentiate characters in combat.
- Content: Crunchy prep tends to focus on a linear or branching series of scenes that alternate between combat and non-combat challenges. In-fiction time pressure (we have to save the town before it’s too late!) is often used to keep PCs on track.
- Principles: Crunch is anti-simulationism. Crunch encourages GMs to change prep on the fly or fudge dice rolls to re-balance combat encounters (gamism) or improve the story (dramatism).
GRIT
- Rules: Grit is increasingly associated with light rulebooks that provide a simple framework for play and lots of possible starting characters with different means of solving problems.
- Content: Gritty prep tends to focus on interesting fictional scenarios and non-linear “crawls” (dungeoncrawls, hexcrawls, pointcrawls, etc.). Factions start the game in tense stalemates, waiting around for the PCs to tip the balance one way or the other.
- Principles: Grit is anti-dramatism. Grit forbids GMs from changing prep on the fly or fudging dice rolls. The GM is meant to embody a “neutral arbiter” who only rules based on what would happen (simulationism) or, when in doubt, what would make a more satisfying challenge (gamism).
STICK
- Rules: Stick is associated with mechanics designed to complicate the story (conflict resolution in PbtA, tokens in BoB, Stress and Vices in BitD, etc.).
- Content: Stick tends to try to avoid prep or otherwise make prep something everyone can participate in at the table during or prior to the game.
- Principles: Stick is anti-gamism. There’s little to no consideration in sticky games for challenging the players as opposed to the player characters. The GM and/or the group as a whole make calls for dramatic interest (dramatism) and play to find out what happens (simulationism).
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